The business and culture of digital games: Gamework / gameplay/
Aphra Kerr
- London: Sage, 2006.
- 177p.
1.Introduction: Why use the term 'digital games'? Theoretical approach Structure of the book
2.Digital Games as Text: Overview A brief history of digital games Digital games as media text Digital game genres Summary
3.Digital Games as Cultural Industry: Overview The digital games industry as cultural industry The structure of the games industry Key trends in the digital games indusstry Summary
4.Global Networks and Cultures of Production: Overview Global network of production The production process Configuring and understanding game players Summary
5.Digital Game Players, Game Pleasures and Play Contexts: Overview Digital game players and demographics Digital game players: preferences and pleasures Summary
6.Non-Entertainment Uses of Digital Games: Overview Digital games and learning theories Digital games and learning in different contexts Government promotion of media literacy and digital game play Summary
7.Conclusion: Implications for media theory Implications for social theory